https://www.youtube.com/watch?v=1uvYcjbGkYo
Dont know if already posted if yes, im sorry for it but couldnt find a thread
so yea a no healer future rewritten clear, poor healers i really hope they get something in the future
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https://www.youtube.com/watch?v=1uvYcjbGkYo
Dont know if already posted if yes, im sorry for it but couldnt find a thread
so yea a no healer future rewritten clear, poor healers i really hope they get something in the future
Pretty cool.
It was posted in the healer strike thread. It's a good thing that the blue healer job is better at healing, surviving, and doing damage than the green healer jobs.
Yea no WAR, No GNB, just PLD.
Its an impressive feat to pull off thats for sure.
The real question is how does all of these no healer ultimate clears affect the 8.0 job adjustments?
I actually agree that mitigations are the issues with tanks, I don't think holy sheltrons regen is the issue here with the upgrade its the stacked 15% + 15%
But the common point that I see people say is "remove tank self healing ect." The sustain isn't really a issue if healers actually had to heal no way they would just be able to be replaced by two paladins. Clemency is very limited in the fact spamming it is heavy on MP and its not aoe... paladins only aoe heal is on a 90s cooldown, I just find it odd we're fully pointing at paladin being op when it's actually a very nuanced and complexed issue with healers and tank design to a extent.
hence i said not just "nerf tank lol" because I do think tanks need to be scaled down but I'm mostly against the absurd mitigation skills, I think healers should get buffed target mits while 40% go back down to 30%'s (maybe keep the differences, can be weaker like guardians barrier also going down in potency) rampart can be removed, people over exaggerate how much tanks can actually heal usually, I do admit some cases like warrior BW in AOE healing is ridiculous but for the most part self healing/target healing skills on tank are not the reason why healers feel awful to play.
removing things like clemency or healing tools from other jobs is just artificiality making healers feel good about themselves in reality it won't change how boring healer is, so I rather we focus on actually fixing healers, which yeah a part of that fix is nerfing survivability from tanks, but it shouldn't be done in a way where tanks just feel more boring and awful to play.
"B-but your team has to play well in order to-to get a no healer clear!"
all healing from tanks need to be turn down point and the more the game goes worst it become funny enough
Just make tank healing scale off tenacity instead of strength, and some of the problems solve themselves. If you want to play 'blue healer,' you'll have to get a full tenacity meme gearset.
Piety was only kinda useful this tier early per say. Otherwise, ya it hasn't been useful ever since the changes they made to it in shadowbringers. Especially now when you look at the stat weights on akh morning. Wtih crit materia, you're always moving up 3 tiers. Piety, you're moving up 2 tiers, sometimes 3 but not always. Especially since the values round up.
I agree with this I want to actually feel like i need to use my cooldowns, even in single target, I can pretty much just use holy sheltron and heal from my passive healing as pld, with other tanks pretty much being the same, in terms of basically not really needing to use much.
In AOE i can practically take no damage when cycling my mits, forget the healing aspect the mitigation and lack of damage you take as a tank is one of the big issues here in my opinion
Will say it once, will say it many more times:
Almost every fight in FFXIV (probably all of them) would be solo-healable if they didn't have mechanics that targeted healers that required light party splits. Healerless clears would be much more common if you didn't have to 50/50 mechanics. I don't think any fight in the game hits so hard that you'd ever take a healer even if the fight didn't have a "this mechanic gives vuln up and targets the healer roles"
I guess most of the time the boss just chooses someone else completely at random if the second healer was missing, but I recall 1T1H6D parties for Hydaelyn ex worked since she just dropped the other light party stack on the tank instead, and it was a fairly common comp for farm parties in aether at least.
Basically this clear shows two things and you can argue both or neither of them are a problem
A lot of this healing was done with clemency on top of things like veil and intervention. However this use of clemency doesn’t actually affect the tanks as much as you’d expect. Firstly tanks do 30% or so more damage than healers and there is quite a bit of downtime they used clemency in. So the tanks spamming clemency still did more damage than all but the best 8 AST’s in the world.
So the problem becomes “if you can clear an ULTIMATE spamming clemency why does a skill like seraphism or neutral sect exist?”
The healer kits are hilariously overpowered for the outgoing damage and the tank kits are just strong enough to cover such a significant portion of the damage which leads to encroachment
The fix here is going to lead to tank nerfs, either directly or indirectly. Tank kits should not cover the amount of healing they do. You can either directly nerf tank kits or you can up damage (which indirectly nerfs tank kits) but regardless this should be impossible without 2 dedicated healers. The healers have other problems that also need to be fixed in their design but for this clear specifically the tank healing options relative to damage is what allows this to be possible so it either needs to be directly or indirectly nerfed. Healer kits are stupidly overpowered and should have been nerfed 4 expansions ago but like I said this clear more represents the mismatch in tank/healer healing and outgoing damage than anything else which a fix is inevitably going to nerf the tanks whatever happens to the healers